To unlock the final Main Ops Mission, you need to satisfy several requirements. First of all, you must beat Mission 33. Your Intel Team should be well above the required level 40 by now, but at level 40 you'll begin development on a second plant at Mother Base. You MUST have this plant built before you can play this mission (NOTE: Your "Mission Support Rank", which is visible in "Mother Base data", must be a minimum of 2 or higher). It will take about a dozen missions for development to complete, so we hope you started this much earlier by bolstering your Intel team.

Metal Gear ZEKE must be completed as well. You must have the Railgun weapon equipped (beat the Chrysalis for this piece -- try to ONLY hit the AI Pod in the battle). You must take ZEKE off of any Outer Ops mission squads as well.

With all of these requirements met, play a 1-3 Extra ops until you get contacted by Kaz. After this mysterious interaction, Zadornov will be on the loose. Although the game doesn't even hint at his whereabouts, he can be found in Extra Ops Mission 001. Take the stairs up from the firing range and search the catwalk above for Zadornov. After the ctuscene, Mission 33 -- ZEKE Battle will be unlocked.

Boss: Metal Gear ZEKE

In this battle you are fighting your very own mech ZEKE, and any upgrades you may have equipped will be turned against you. This incredibly difficult battle can be made much easier by leveling up your weapons -- especially the LAW Missile Launcher -- to Rank 4 or 5. We were able to beat Zeke with a Rank 3 launcher though, so if you don't want to grind, you don't need to.

There are two support panels in the battle area that can be used to bring in supplies and, more importantly, attack ZEKE. While the missile barrage you can summon from the Strike Panel is extremely powerful, it is also exceedingly hard to initiate and tends to miss the fast-paced mech if you aren't careful. Nevertheless, you must rely on this panel to reinforce your missiles attacks (although you can complete this battle with missiles alone as well).

To use the Strike panel, approach it and press UP on the D-Pad. At this point you'll have a short period of time (noted in the upper left portion of the screen) to target ZEKE. To do this, ignore the game's ambiguous directions and lie flat on the ground facing ZEKE. While lying flat, hold L like you would aim a weapon and then press R to tag the mech. A red triangle will appear above the mech and you'll get a message saying the missile strike is locked on. If ZEKE hops away, it will miss. You'll have to wait for the missile strike panel to reload again after firing it. Note: When the panel is ready to go it turns orange and you'll get a message saying the missiles are ready.

After taking a direct hit from the strike panel -- or heavy damage from your missiles -- ZEKE will begin stomping on the missile silos the strike panel relies on. While you can prevent damage by attacking ZEKE, it's often better to take this time to use the other panel on the deck to call in supplies and heal yourself. After the missile turrets are knocked it out it will take a few minutes for the strike panel to come back online.

The supply panel will call in two batches of ammo and recovery items every time you access it. It takes a few minutes to recharge. Use this whenever ZEKE is distracted or hopping around between platforms. You need not collect all the supplies on the ground -- if you have full recovery items and ammo, wait a bit before snagging more. Note: This panel turns blue when it is ready for use.

Using these panels is essential to the battle, but you should also fire missiles as much as possible between strike panel attacks. You should try to fire missiles at ZEKE whenever it pauses -- after a Strike Attack, during its own missile volleys and during its machinegun attack. Do not attempt to attack ZEKE during its railgun attack.

The mech uses its incredibly deadly railgun attack only from the far platform. When it hops across to this platform and begins to taunt you, be ready to dodge the fast shots of the railgun. You can crouch behind one of the open hatches on the deck to avoid these shots OR run to avoid them (not recommended).

Try to avoid summoning a strike from the panel while the railgun is firing or you may lose a life bar or two. This attack, and ZEKE's nearly unavoidable dash attack (roll to the side and hope for the best!) can sap several recovery items up in one hit. Be sure to have at least 2 Rations or Great Curry equipped at all times. Call in supplies frequently using the supply panel to keep stocked up.

With a combination of successful strike panel attacks and LAW missile fire, you should be able to slowly drain ZEKE's massive life bar. Once you do, the final mission will be completed, a new ending cutscene will play and the credits will roll for good. Congratulations, you've beat Metal Gear Solid: Peace Walker!